set g_spawn_useallspawns 0 "use all spawns, e.g. also team spawns in non-teamplay, and all spawns, even enemy spawns, in teamplay"
// respawn delay
set g_respawn_delay 2 "number of seconds you have to wait before you can respawn again"
-set g_respawn_delay_max 5 "number of seconds you can wait before you're forced to respawn (only effective with g_forced_respawn 1)"
+set g_respawn_delay_max 0 "number of seconds you can wait before you're forced to respawn (only effective with g_forced_respawn 1)"
set g_respawn_waves 0 "respawn in waves (every n seconds), intended to decrease overwhelming base attacks"
// overtime
if (self.deadflag == DEAD_DYING)
{
- if(self.respawn_flags & RESPAWN_FORCE && !autocvar_g_respawn_delay_max)
+ if((self.respawn_flags & RESPAWN_FORCE) && !autocvar_g_respawn_delay_max)
self.deadflag = DEAD_RESPAWNING;
else if(!button_pressed)
self.deadflag = DEAD_DEAD;
{
if(button_pressed)
self.deadflag = DEAD_RESPAWNABLE;
- else if(time >= self.respawn_time_max && self.respawn_flags & RESPAWN_FORCE)
+ else if(time >= self.respawn_time_max && (self.respawn_flags & RESPAWN_FORCE))
self.deadflag = DEAD_RESPAWNING;
}
else if (self.deadflag == DEAD_RESPAWNABLE)
if(self.respawn_flags & RESPAWN_SILENT)
self.stat_respawn_time = 0;
- else if(self.respawn_flags & RESPAWN_FORCE && autocvar_g_respawn_delay_max)
+ else if((self.respawn_flags & RESPAWN_FORCE) && autocvar_g_respawn_delay_max)
self.stat_respawn_time = self.respawn_time_max;
else
self.stat_respawn_time = self.respawn_time;
self.respawn_time = ceil((time + sdelay) / waves) * waves;
else
self.respawn_time = time + sdelay;
- if(autocvar_g_respawn_delay_max > self.respawn_time)
+ if(autocvar_g_respawn_delay_max > sdelay)
self.respawn_time_max = time + autocvar_g_respawn_delay_max;
else
self.respawn_time_max = self.respawn_time;